Errata:

John Carter Warlord of Mars

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Known Errata:

Source: Boxed Game insert

Date: Addenda as of November 1979  (Eric Goldberg)

John Carter Warlord of Mars


Counters -

Nr. 053 (correction) The second Yellow Martian Captain of the Guard counter should read "y1" (instead of "y3").

Nr. 084 (correction) There are two identical Kaldane Captain of the Guard counters marked "083". The number on one of these counters should be changed to "084".

Nr. 116 (correction) There is no counter marked 116 in the current counter mix. There are, however, two counters marked 137 (Hovan Du and Mu Tel). The Hovan Du counter should be marked 116 (see also 11.9, Charts and Tables, below).

Nr. 312 (addition) The Sag Or counter should have a value of "1C7" on its reverse face, and should be at Level 1. All other information from the front face is repeated on the reverse face.

Nrs. 841 through 850 (correction) All calot counters should be marked at Level 1 (instead of Level 2).

Map -

Tactical Display (clarification) Each doorway is considered to be four boxes wide; the two boxes on either side of the door hashmark are part of the doorway.

Flier Display (clarification) The thin line dividing the two fliers is NOT a wall line as in the House tactical display and does not hinder movement between fliers (except for the chances that you have for falling off if not completely within the 'safe' area connecting the two fliers).

City Display (addition) There should be a legal Movement double-headed arrow connecting the Palace and the Noble's Quarter ("3" to enter the Palace, "1" to enter the Noble's Quarter). (correction) There should be arrows extending from the 2nd Alternate Pits and Arena to Areas 7B, 7C, and the Palace proper.

Charts and Tables -

[11.6] (clarification) Area 9: If a 5 is rolled for a flying encounter, the player rolls again on the walking line, ignoring rolls of 1, 2, 4, or 6.

[11.8] (omission) The city Thurd is missing - its characteristics are as follows: (Area) 8, (Color) Green, (Encounter) Open, (City Modifier) NA, (Flier, Weapon or Thoat Availability) No, (City Configuration) ADMP, and (Pit) regular.

[11.9] (addition) Add 116 (Hovan Du) to Morbus listings.

[12.16] (clarification) If a 10 is rolled, the hero should be selected in the order described in Case 17.15.

[13.45] (clarification) If an 8 or 9 is rolled when there is more than one villain, the Villain Player randomly determines which villain character dies.

[19.33] (omission) TARIO/LUUD MIND CONTROL TABLE

Hero vs. Tario/Luud

DieResult
1-4 Hero imprisoned; roll for accompanying female personage(s)
5-10 Tario/Luud flees as hero wins Mind Battle

Female Personage vs. Tario/Luud

Die Result
1-6 Personage in love with Tario/Eaten by Luud
7-10 Personage knocks Tario/Luud unconscious; hero rescued

Rules -

[5.0] (clarification) Beast of Mars counters are moved exactly as
character counters are.

[5.34] (clarification) A character is defined as being engaged in
melee, if 1) the character performed melee during the previous
Tactical Turn, or 2) the character lost a Level in melee during the
previous Tactical Turn.

[5.44] (omission) Any character may be moved through or onto an
unconscious hero counter, though the hero may not be harmed. A villain
character (or a henchman) *may* carry an unconscious hero.

[5.54] (addition) A villain character may use (i.e., discover) a
secret passageway while on the Tactical Display by being adjacent to
a secret doorway for two consecutive Tactical Turns. All characters
controlled by the Hero Player automatically discover that secret
passageway after the villain character enters through the secret
doorway. A hero may still discover a secret doorway through the
play of Random Event cards 40, 41, and 42.

[5.72] (clarification) An Enemy character may not move a personage if
that personage is stacked with a Friendly character (i.e., the Friendly
character counter shares at least one box with ther personage counter).

[6.23] (clarification) If an attacking character is to be considered
around a corner and through a door, the door and the corner cannot be
one and the same.

[7.21] (clarification) If a player has more characters or Beasts of
Mars than can fit in a shaded area, the Player places one of the
excess counters on the shaded areas immediately after he moves one
of his counters into a non-shaded four-box square, until all counters
are in play.

[7.24] (change) A hero character (and his entourage) may enter the
House Display either through a doorway *or a window*. Each wall box
on the House Display has a window, *including* the walls on the Turn
Record Track side of the house; thus, a hero character may enter the
display by being placed on any four box square adjacent to a wall,
as long as his counter does not cover an interior wall. If there is
a character controlled by the villain in that four box square (since
the Hero Player must write down where his characters are entering
before the Villain Player deploys his counters), the hero must fight
that character as if he were fighting through a doorway (see 7.34).
If that villain-controlled character is slain, he may *not* cause
discovery to occur, *regardless* of the number of Tactical Turns it
takes the hero to slay the villain-controlled character (exception
to 6.11). No character may ever exit the House Display by a window
(Exception: Random Event Card Nr. 024). Heroes only entered by a
window when guards made it impossible to do so by any other way.

[7.25] (clarification) If there is more than one villain character,
the Villain Player must deploy his extra villain characters adjacent
to the "Villain's Throne".

[7.33] (clarification) A character whose facing is changed but is
not moved, does not suffer a penalty in melee as describe in this
Case.

[7.64] (addition) If a hero character kills a Beast of Mars or
Villain Player-controlled character, the Hero Player may immediately
advance the hero counter into the four-box square previously occupied
by the hero's victim.

[7.93 and 7.94] (clarification) The warriors of Mars are of the same
color as the villain; thus the warriors of Mars are red in 7.93 and
Thern in 7.94.

[11.8] (clarification) A hero who is moving by flier has an encounter
on the "walking" line if he is in an open city.

[11.11] (change) A hero and his entourage may no more than *two*
outdoor encounters when travelling to a particular destination city.
It is assumed the hero dispatches all other beasties and savage men
with his trusty radium pistol. (There is no limit to how many city
encounters a hero may have.)

*[11.6 and 18.2] (clarification) Unless the hero has Random Event
cards nr. 46-48, any Outdoor Encouter with Siths in Area 10 is an
automatic defeat for the hero.

[12.0] (clarification) It never ceases to amaze me how many people
do not understand the concepts of friendship, love and romance.
Some guys are trying to give wargamers a bad name. A hero is
befriended by any minor character he meets (who he does not have to
duel). Any female personage who meets a hero, falls in love with
him, unless that female personage is already in love with another
hero or is kin to that hero. Any male personage met by a hero will
tag along with that hero. (see 12.15)

[12.23] (clarification) A character must be eligible for treachery
(see 12.22) before he or she can perform treachery in a city occupied
by the villain.

[13.3] (clarification) The distinction between good and neutral
minor characters is provided for the players' interest, and has no
effect on the game.

[13.4] (omission) When a villain performs an Unspeakable Act, he is
placed in the same room as the princess, *without* his henchmen.
The procedure used for the House Display (Case 7.24 and above) is
employed (e.g., the hero could enter by a window), and half the
warriors of Mars guarding the princess must be deployed inside rooms
(rounding *up*).

[13.41] (clarification) An "Unspeakable Acts" Random Event Card may
be played at any time during the City Sub-Game. A villain character
of the Villain Player's choice is automatically placed in the same
room as the princess.

[13.45] (clarification) If Dejah Thoris kills herself (rather than
be dishonored), then John Carter will not fall in love with anyone
else again. After the most beautiful woman on two worlds, love with
any other woman is an anti-climax.

[14.11] (clarification) A hero may attempt to acquire both a flier
and a thoat or weapon in the same Phase. However, he must fight two
duels to gain the items.

[14.13] (clarification) A hero must always fight an acquisition duel
alone.

THE CITY SUB-GAME. A hero must always enter through the Great Plaza,
even if that area is not part of the city (the hero must then move
into an area that IS part of the city).

[15.0] (clarification) A hero is not discovered (in the context of
the City Sub-Game) when he rescues the princess unless he leaves a
guardsman alive (or any villain-controlled minor character who happens
to be there).

[15.0] (clarification) If a hero loses a duel to his villain, he is
*imprisoned* if the villain remains in the city, and *interned* if
the villain flees the city.

[16.14] (clarification) Guards for the princess and the villain are
taken from counters not in play. The villain's entourage may never
exceed the limits described in Case 10.5, but the Villain Player may
freely substitute the characters in the entourage when given new
characters.

[16.14] (clarification) The characters who guard the personage do
*not* count as members of the villain's entourage.

[16.16] (exception) A villain may be hidden in any area in Gooli,
because all areas in that city are deserted areas.

[17.1] (addition) If the hero loses a duel, his princess is placed
in the palace dungeon. Guards are assigned to the princess according
to Cases 16.14 and 16.15.

[17.1 and 17.28] (correction) The phrase "Pits/Arena" should be
substituted for the phrase "Tower/Arena".

[17.1] (clarification) If the hero is imprisoned, any accompanying
female personages other than the princess are placed off-map. The
princess is placed in the dungeon.

[17.28] (clarification) A hero may attempt escape before he loses
one (or two) Strategic Turns.

[17.33 and 17.34] (clarification) If the hero challenges the villain
to a duel, and there is more than one villain character, the Villain
Player may choose how many of the villain characters he wishes to
participate in the duel. If the hero wins a duel to the death against
a villain character, surviving villain characters are considered
defeated also.

[17.48] (clarification) The hero character need not duel if he escapes
from chains; he may flee the Palace. If the Hero Player chooses this
option, the city game would resume. If the hero character initiates a
duel after escaping from chains and loses, he is reimprisoned. A hero
who escapes from chains is unarmed.

*[11.6 and 18.2] (clarification) Unless the hero has Random Event
cards nr. 46-48, any Outdoor Encouter with Siths in Area 10 is an
automatic defeat for the hero.

[19.15] (correction) The first sentence should read "If Woola is
reduced below Level 1 (one)..."

[19.33] (omission) TARIO / LUUD MIND CONTROL TABLE

Hero vs. Tario / Luud

Die Result
1-4                  Hero imprisoned; roll for accompanying female personage(s)
5-10                Tario / Luud flees as hero wins Mind Battle

Female Personage vs. Tario / Luud

Die Result
1-6                   Personage in love with Tario / Eaten by Luud
7-10                 Personage knocks Tario / Luud unconscious; hero rescued

[19.41] (clarification) Kar Komak may materialize his warriors of Mars at any point during a duel (including the beginning). The warriors remain in play until slain or the conclusion of the duel during which they were summoned.

[19.53] (clarification) If the Vor Daj Player exercises his Tor-dur-Bar option, he is a two Level hero. He may duel as if he is a Grand-Master. If Tor-dur-bar/Vor Daj should ever be reduced below Level 1, he becomes unconscious. Only good female characters will fall in love with Tor-dur-bar / Vor Daj (exception to 12.0); women who are not so pure of heart will not be able to perceive his noble heart.

New Scenario -

I mentioned in the "John Carter" rules that Tars Tarkas, the Green Martian chieftain, was my favorite character in the entire series. A reader was kind enough to provide me with a rough outline of rules to allow Tars Tarkas to be a participating hero.

[20.6] TARS TARKAS, HERO OF MARS

[20.61] Tars Tarkas is treated as a hero, and may duel Master Swordsmen (7.8) as does the Warlord, but Tars Tarkas has only three Levels. All rules pertaining to heroes may be employed for Tars Tarkas.

[20.62] Tars Tarkas begins the game accompanied by Lorquas Ptomel. Both are riding on thoats.

[20.63] Tars Tarkas begins the game in Thark. He receives a City Modifier of -6 whenever he is in that city.

[20.64] Tars Tarkas' "love" interest is his daughter Sola, who has been kidnapped by the cruel Tal Hajus. Tars Tarkas' conduct towards Sola will be just as exemplary as the Warlord's conduct towards Llana of Gathol. Tars Tarkas must return to Thark with Sola to win the game.

[20.65] Tars Tarkas  villain henchmen captive Tal Hajus 6 Green Men Sola

Tal Hajus may have a maximum of 7 henchmen at any one time.

[20.66] Tal Hajus is allowed only two destinations; the final destination *must* be either Warhoon or Torquas (villain's choice).

[20.67] Tak Hajus and Sola may not be deployed in the Palace (on the City Display), unless they are in either Warhoon or Torquas.

[20.68] Tars Tarkas may not use a flier unless accompanied by a hero, thern, invisible, red, white, or black Martian.

[20.69] Sola will never betray Tars Tarkas. If Tal Hajus attempts an "Unspeakable Act" upon the person of Sola, a result of 10 causes Sola to die in agony. The Green Martains thought it great sport to torture people to death (it was the principle source of humor for the savages), and did not mate for love. Any resemblance between the modern American pastime of bondage and Green Martian habits is purely the product of the reader's mind.

I hope these changes, clarifications, and additions will enhance the reader's enjoyment of "John Carter".

Eric Goldberg
 

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